07-05-2026, 03:22 PM
(This post was last modified: 07-05-2026, 04:14 PM by josemendez.)
(07-05-2026, 02:29 PM)Jawsarn Wrote: As I noted above the Unity Player Loop, PhysX runs on FixedUpdate, while Unity Physics runs in Simulation Update->Prediction->FixedStep.
That’s why I pointed out:
Quote:Note that since you're using ECS, you should set your project's fixed timestep in the Time settings window (which is the value Obi looks at) to match your FixedStepSimulationSystemGroup value.
(07-05-2026, 02:29 PM)Jawsarn Wrote: I just can't assume that FixedUpdate and Unity Phyiscs FixedSteps match up.
Unless you’re using both PhysX and Unity Physics simultaneously (I’m not even sure if that’s possible) I fail to see why you can’t just set both to the same value? This is by far the simplest and most robust fix.
Maybe you’re using FixedUpdate() for non physics related stuff?
(07-05-2026, 02:29 PM)Jawsarn Wrote: Maybe one could do a longer delta for multiple fixed instead of looping it, but that's just optimization.
This is what asynchronous mode does: it accumulates all fixed updates triggered during the last frame and takes a single, longer step with a multiple of the fixed timestep (note that substepping still applies).
(07-05-2026, 02:29 PM)Jawsarn Wrote: For that option I think in the end one would want a Synchronization type of Manual and be able to call the methods manually, and some of the LateUpdate to be extracted to a method to be called with custom delta times.
This should be already possible by calling StartSimulation() and CompleteSimulation() manually. I’ll whip up an example and share it with you.
Kind regards,

